47ddde8e-4090-4ae1-969e-5586e1f2baa71.020140falsefalseAvantar000000111000c; character sheet{object:Info} Return To Game
]]>Character Sheetfalse
ClearScreen
msg ("")
picture ("CSheet.JPG")
msg ("")
picture ("Strength"+game.pov.Str+".jpg")
picture ("Dexterity"+game.pov.Dex+".jpg")
picture ("Constitution"+game.pov.Con+".jpg")
picture ("Intelligence"+game.pov.Int+".jpg")
picture ("Wisdom"+game.pov.Wis+".jpg")
picture ("Charisma"+game.pov.Cha+".jpg")
falseInfofalsefalseMore information about your ability scores.Strength
Strength depicts your physical strength. It determines how hard you hit in melee combat and how much weight you can lift.
Rolling the dice Three six sided dice (d6) will be rolled and the totals added to form your Strength ability score of a possible score between 1 and 18. You can re-roll a maximum of three times.
Dexterity measures hand-eye coordination, agility, reflexes, and balance.
Rolling the dice Three six sided dice (d6) will be rolled and the totals added to form your Dexterity ability score of a possible score between 1 and 18. You can re-roll a maximum of three times.
Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points. (Hit Points = How much damage you can take before you die.)
Rolling the dice Three six sided dice (d6) will be rolled and the totals added to form your Constitution ability score of a possible score between 1 and 18. You can re-roll a maximum of three times.
Intelligence determines how well your character learns and reasons.
Rolling the dice Three six sided dice (d6) will be rolled and the totals added to form your Intelligence ability score of a possible score between 1 and 18. You can re-roll a maximum of three times.
Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. An “absentminded professor” has low Wisdom and high Intelligence. A simpleton (low Intelligence) might still have great insight (high Wisdom).
Rolling the dice Three six sided dice (d6) will be rolled and the totals added to form your Wisdom ability score of a possible score between 1 and 18. You can re-roll a maximum of three times.
Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting.
Rolling the dice Three six sided dice (d6) will be rolled and the totals added to form your Charisma ability score of a possible score between 1 and 18. You can re-roll a maximum of three times.
Please click on 'Roll Dice' to determine your Charisma ability score: Roll DiceReturn to Character Sheet]]>falseequiplequiplYou can only equip weapons and armor.equiprequiprYou can only equip weapons and armor.reloadreloadYou can only reload weapons that take some kind of ammunition.shootshootYou can not shoot that.Test Room
You are in a small room with a window in the north facing wall and a door exiting the room to the East. {if potplant.parent=Test:An empty potplant is standing on the window sill.} In the center of the room stands a metal table {if Walter PPK.parent=Test:with a pistol laying on the cold and bare tabletop}.
]]>Test2141d6Pistol9mmWalter PPKfalsepistolpotplantshortshort"You can't short " + object.article + "."longlong"You can't long " + object.article + "."blackblack"You can't black " + object.article + "."brownbrown"You can't brown " + object.article + "."blondeblonde"You can't blonde " + object.article + "."face1face1"You can't face1 " + object.article + "."face2face2"You can't face2 " + object.article + "."face3face3"You can't face3 " + object.article + "." I have a car ]]>single
if (this.parent = game.pov) {
if (this.location="dhand") {
msg ("Please use the command 'equip' for two handed weapons.")
}
else if (HasAttribute(game.pov, "equippedt")) {
msg ("You put away your " + game.pov.equippedt.alias + " and draw your " + this.alias + ".")
game.pov.equippedt.inventoryverbs = Split ("Look at;Drop;Equip;Identify", ";")
game.pov.equippedl = this
game.pov.equippedt = null
this.inventoryverbs = Split ("Look at;Drop;Unequip", ";")
game.pov.equippedstatusl = "Left Hand: " + this.alias
game.pov.equippedstatusr = "Right Hand: nothing"
game.pov.bullets = this.bullets
game.pov.max_bullets = this.max_bullets
}
else if (this = GetAttribute(game.pov, "equippedl")) {
msg ("You already have this weapon equipped in your left hand.")
}
else if (this = GetAttribute(game.pov, "equippedr")) {
msg ("You already have this weapon equipped in your right hand")
}
else if (HasAttribute(game.pov, "equippedl")) {
msg ("You put away your " + game.pov.equippedl.alias + " and draw your " + this.alias + ".")
game.pov.equippedl.inventoryverbs = Split ("Look at;Drop;Equipl;Equipr;Identify", ";")
game.pov.equippedl = this
game.pov.equippedt = null
game.pov.bullets = this.bullets
game.pov.max_bullets = this.max_bullets
this.inventoryverbs = Split ("Look at;Drop;Unequip", ";")
game.pov.equippedstatusl = "Left Hand: " + this.alias
}
else if (null = GetAttribute(game.pov, "equippedl")) {
msg ("You draw your " + this.alias + ".")
game.pov.equippedl = this
game.pov.bullets = this.bullets
game.pov.max_bullets = this.max_bullets
this.inventoryverbs = Split ("Look at;Drop;Unequip", ";")
game.pov.equippedstatusl = "Left Hand: " + this.alias
}
else {
msg ("You put away your " + game.pov.equippedl.alias + " and draw your " + this.alias + ".")
game.pov.equippedl = this
game.pov.bullets = this.bullets
game.pov.max_bullets = this.max_bullets
this.inventoryverbs = Split ("Look at;Drop;Unequip", ";")
game.pov.equippedstatusl = "Wielding(LHand): " + this.alias
}
}
else {
msg ("You don't have it on your person. Try to take or pick it up first.")
}
if (this.parent = game.pov) {
if (this.location="dhand") {
msg ("Please use the command 'equip' for two handed weapons.")
}
else if (HasAttribute(game.pov, "equippedt")) {
msg ("You put away your " + game.pov.equippedt.alias + " and draw your " + this.alias + ".")
game.pov.equippedt.inventoryverbs = Split ("Look at;Drop;Equip;Identify", ";")
game.pov.equippedr = this
game.pov.equippedt = null
game.pov.bullets = this.bullets
game.pov.max_bullets = this.max_bullets
this.inventoryverbs = Split ("Look at;Drop;Unequip", ";")
game.pov.equippedstatusr = "Right Hand: " + this.alias+ "(" +this.bullets+"/"+this.max_bullets+")"
game.pov.equippedstatusl = "Left Hand: nothing"
}
else if (this = GetAttribute(game.pov, "equippedl")) {
msg ("You already have this weapon equipped in your left hand.")
}
else if (this = GetAttribute(game.pov, "equippedr")) {
msg ("You already have this weapon equipped in your right hand")
}
else if (HasAttribute(game.pov, "equippedl")) {
msg ("You draw your " + this.alias + ".")
game.pov.equippedr = this
game.pov.bullets = this.bullets
game.pov.max_bullets = this.max_bullets
this.inventoryverbs = Split ("Look at;Drop;Unequip", ";")
game.pov.equippedstatusr = "Right Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")"
}
else if (null = GetAttribute(game.pov, "equippedr")) {
msg ("You draw your " + this.alias + ".")
game.pov.equippedr = this
game.pov.bullets = this.bullets
game.pov.max_bullets = this.max_bullets
this.inventoryverbs = Split ("Look at;Drop;Unequip", ";")
game.pov.equippedstatusr = "Right Hand: " + this.alias+ "(" +this.bullets+"/"+this.max_bullets+")"
}
else {
msg ("You put away your " + game.pov.equippedr.alias + " and draw your " + this.alias + ".")
game.pov.equippedr.inventoryverbs = Split ("Look at;Drop;Equipl;Equipr;Identify", ";")
game.pov.equippedr = this
game.pov.bullets = this.bullets
game.pov.max_bullets = this.max_bullets
this.inventoryverbs = Split ("Look at;Drop;Unequip", ";")
game.pov.equippedstatusr = "Right Hand: " + this.alias+ "(" +this.bullets+"/"+this.max_bullets+")"
}
}
else {
msg ("You don't have it on your person. Try to take or pick it up first.")
}
msg ("Please use equipl or equipr to place the weapon in your left - or right hand.")
= 1) {
count = this.max_bullets - this.bullets
if (count = 0) {
msg ("Your weapon can not hold any more bullets than it currently has.")
}
else if (count > cammo.amount) {
this.bullets = this.bullets + cammo.amount
RemoveObject (cammo)
msg ("You reload your "+this.alias+".")
if (this = player.equippedl) {
game.pov.equippedstatusl = "Left Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")"
}
else if (this = player.equippedr) {
game.pov.equippedstatusr = "Right Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")"
}
else {
game.pov.equippedstatusr = "Right Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")"
game.pov.equippedstatusr = "Left Hand: " + this.alias
}
}
else {
this.bullets = this.bullets + count
cammo.amount = cammo.amount - count
msg ("You reload your "+this.alias+".")
if (this = player.equippedl) {
game.pov.equippedstatusl = "Left Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")"
}
else if (this = player.equippedr) {
game.pov.equippedstatusr = "Right Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")"
}
else {
game.pov.equippedstatusr = "Right Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")"
game.pov.equippedstatusr = "Left Hand: " + this.alias
}
}
}
else if (ListCount (wa) >= 1) {
msg ("You do not have the correct ammunition for your "+this.weapon_type+" on your person.")
}
else {
msg ("You do not have any ammunition on your person.")
}
}
else {
msg ("You do not have the "+this.alias+" equipped in your hands. Please equip the weapon first.")
}
}
else {
msg ("You do not have the "+this.alias+" on your person.")
}
]]>09mm10
if (not HasAttribute (player, "equippedl") and not HasAttribute (player, "equippedr") and not HasAttribute (player, "equippedt")) {
player.equippedd = player.equippedf
player.stry = false
}
else if (HasAttribute (player, "equippedr") and HasAttribute (player, "equippedl")) {
player.equippedd = player.equippedr
player.stry = true
}
else if (HasAttribute (player, "equippedr")) {
player.equippedd = player.equippedr
msg (player.equippedd)
player.stry = false
}
else if (HasAttribute (player, "equippedl")) {
player.equippedd = player.equippedl
player.stry = false
}
else if (HasAttribute (player, "equippedt")) {
player.equippedd = player.equippedt
player.stry = false
}
if (player.equippedd = null) {
msg ("You do not have any weapon equipped.")
}
else if (HasAttribute (player, "equippedd") and GetBoolean(player.equippedd,"ranged")=true) {
msg ("You shoot the "+this.alias+" f****ed-up with your "+player.equippedd.alias)
}
else {
msg ("You can do not have a ranged weapon equipped!")
}
if (not HasAttribute (player, "equippedl") and not HasAttribute (player, "equippedr") and not HasAttribute (player, "equippedt")) {
player.equippedd = player.equippedf
player.stry = false
}
else if (HasAttribute (player, "equippedr") and HasAttribute (player, "equippedl")) {
player.equippedd = player.equippedr
player.stry = true
}
else if (HasAttribute (player, "equippedr")) {
player.equippedd = player.equippedr
msg (player.equippedd)
player.stry = false
}
else if (HasAttribute (player, "equippedl")) {
player.equippedd = player.equippedl
player.stry = false
}
else if (HasAttribute (player, "equippedt")) {
player.equippedd = player.equippedt
player.stry = false
}
if (player.equippedd = null) {
msg ("You do not have any weapon equipped.")
}
else if (HasAttribute (player, "equippedd") and GetBoolean(player.equippedd,"ranged")=true) {
msg ("You shoot the crap out of the "+this.alias+" for some reason.")
}
else {
msg ("You do not have a ranged weapon equipped!")
}
if (player.stry = true) {
player.stry = false
player.equippedd = player.equippedl
msg ("You fire a second shot at the "+this.alias+"with your "+player.equippedd.alias)
}
0) {
operatorlength = 2
}
if (operator = 0) {
operator = Instr(condition, ">=")
if (operator <> 0) {
operatorlength = 2
}
}
if (operator = 0) {
operator = Instr(condition, "<>")
if (operator <> 0) {
operatorlength = 2
}
}
if (operator = 0) {
operator = Instr(condition, "<")
if (operator <> 0) {
operatorlength = 1
}
}
if (operator = 0) {
operator = Instr(condition, ">")
if (operator <> 0) {
operatorlength = 1
}
}
if (operator = 0) {
operator = Instr(condition, "=")
if (operator <> 0) {
operatorlength = 1
}
}
if (operator = 0) {
checkfor = true
if (StartsWith(condition, "not ")) {
checkfor = false
condition = Mid(condition, 5)
}
dot = Instr(condition, ".")
if (dot = 0) {
result = GetBoolean(game, condition)
}
else {
objectname = Left(condition, dot - 1)
attributename = Mid(condition, dot + 1)
object = GetObject(objectname)
if (object = null) {
result = false
}
else {
result = GetBoolean(object, attributename)
}
}
if (result = checkfor) {
return (ProcessTextSection(text, data))
}
else {
return ("")
}
}
else {
lhs = Left(condition, operator - 1)
rhs = Mid(condition, operator + operatorlength)
op = Mid(condition, operator, operatorlength)
dot = Instr(lhs, ".")
if (dot = 0) {
objectname = ""
attributename = ""
if (HasInt(game, lhs)) {
objectname = "game"
attributename = lhs
}
else {
return ("{if " + command + "}")
}
}
else {
objectname = Left(lhs, dot - 1)
attributename = Mid(lhs, dot + 1)
}
object = GetObject(objectname)
if (object = null) {
return ("{if " + command + "}")
}
else {
value = GetAttribute(object, attributename)
// Next three lines added by The pixie
if (TypeOf(value) = "object") {
value = value.name
}
if (op = "=") {
if (ToString(value) = rhs) {
return (ProcessTextSection(text, data))
}
else {
return ("")
}
}
else if (op = "<>") {
if (not ToString(value) = rhs) {
return (ProcessTextSection(text, data))
}
else {
return ("")
}
}
else if (op = ">") {
if (ToDouble(ToString(value)) > ToDouble(rhs)) {
return (ProcessTextSection(text, data))
}
else {
return ("")
}
}
else if (op = "<") {
if (ToDouble(ToString(value)) < ToDouble(rhs)) {
return (ProcessTextSection(text, data))
}
else {
return ("")
}
}
else if (op = ">=") {
if (ToDouble(ToString(value)) >= ToDouble(rhs)) {
return (ProcessTextSection(text, data))
}
else {
return ("")
}
}
else if (op = "<=") {
if (ToDouble(ToString(value)) <= ToDouble(rhs)) {
return (ProcessTextSection(text, data))
}
else {
return ("")
}
}
}
}
}
]]>
game.pov.PreviousRoom = game.pov.parent
game.pov.parent = Character Sheet
game.pov.hp_display = game.pov.HP + " / " + game.pov.max_HP
if (game.DiceRoll = 0) {
ClearScreen
if (game.pov.PreviousRoom = "") {
game.pov.parent = Character Creation Sheet
}
else {
game.pov.parent = game.pov.PreviousRoom
}
}
if (game.RollAccept=0) {
ClearScreen
ShowRoomDescription
game.pov.Str = DiceRoll("3d6")
game.pov.Dex = DiceRoll("3d6")
game.pov.Int = DiceRoll("3d6")
game.pov.Wis = DiceRoll("3d6")
game.pov.Con = DiceRoll("3d6")
game.pov.Cha = DiceRoll("3d6")
ConMod = (game.pov.Con/2-5)
BabMod = (game.pov.BAB*6)
game.pov.HP = game.pov.Con+BabMod+ConMod
game.pov.max_HP = game.pov.HP
msg ("Strength = "+game.pov.Str+" "+"{object:Info}")
msg ("Dexterity = "+game.pov.Dex)
msg ("Constitution = "+game.pov.Con)
msg ("Intelligence = "+game.pov.Int)
msg ("Wisdom = "+game.pov.Wis)
msg ("Charisma = "+game.pov.Cha)
msg ("")
msg ("Do you accept your ability scores?")
get input {
if (not result="yes" and not result="no") {
msg ("Please answer only 'yes' or 'no'. I will consider it as a 'no' and will re-roll for you.")
wait {
roll
}
}
else if (result = "no") {
msg ("Please press any key to re-roll.")
wait {
roll
}
}
else if (result = "yes") {
ConMod = (game.pov.Con/2-5)
game.pov.StrMod = (game.pov.Str/2-5)
msg ("StrMod: "+player.StrMod)
game.pov.IntMod = (game.pov.Int/2-5)
msg ("IntMod: "+player.IntMod)
game.pov.WisMod = (game.pov.Wis/2-5)
msg ("WisMod: "+player.WisMod)
game.pov.ChaMod = (game.pov.Cha/2-5)
msg ("ChaMod: "+player.ChaMod)
game.pov.DexMod = (game.pov.Dex/2-5)
msg ("DexMod: "+player.DexMod)
game.pov.ConMod = (game.pov.Con/2-5)
msg ("ConMod: "+player.ConMod)
game.RollAccept = 1
msg ("Your have accepted your ability scores.")
}
}
}
else {
msg ("You have already accepted your ability scores and cannot roll for new ability scores.")
}
ClearScreen
MoveObject (player, Strength)
ClearScreen
MoveObject (player, Dexterity)
ClearScreen
MoveObject (player, Constitution)
ClearScreen
MoveObject (player, Intelligence)
ClearScreen
MoveObject (player, Wisdom)
ClearScreen
MoveObject (player, Charisma)
msg ("")
msg ("")
msg ("What would be your character name?")
get input {
game.pov.alias = result
msg (" - " + game.pov.alias)
wait {
ClearScreen
ShowRoomDescription
}
}
Dice Results:")
s1 = DiceRoll("1d6")
msg ("Dice 1 = "+s1)
s2 = DiceRoll("1d6")
msg ("Dice 2 = "+s2)
s3 = DiceRoll("1d6")
st = s1+s2+s3
msg ("Dice 3 = "+s3)
msg ("Total = "+st)
msg ("")
msg ("Do you accept your ability scores?")
get input {
if (not result="yes" and not result="no") {
if (game.rcount < 3) {
msg ("Please answer only 'yes' or 'no'. I will consider it as a 'no' and will re-roll for you.")
wait {
game.rcount = game.rcount +1
game.DiceRoll = 0
str_roll (args)
}
}
else {
msg ("The maximum re-rolls have been reached. The current total will be applied to your Strength ability score.")
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.StrAccept = 1
game.DiceRoll = 0
game.pov.StrMod = (game.pov.Str/2-5)
game.pov.Str = st
msg ("Your Strength ability score is now set. Please Return to the Character Sheet to continue.")
}
}
else if (result = "no") {
if (game.rcount < 3) {
msg ("Please press any key to re-roll.")
wait {
game.rcount = game.rcount +1
game.DiceRoll = 0
str_roll (args)
}
}
else {
msg ("The maximum re-rolls have been reached. The current total will be applied to your Strength ability score.")
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.StrAccept = 1
game.DiceRoll = 0
game.pov.StrMod = (game.pov.Str/2-5)
game.pov.Str = st
msg ("Your Strength ability score is now set. Please Return to the Character Sheet to continue.")
}
}
else if (result = "yes") {
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.StrAccept = 1
game.DiceRoll = 0
game.pov.StrMod = (game.pov.Str/2-5)
game.pov.Str = st
msg ("Your Strength ability score is now set. Please Return to the Character Sheet to continue.")
}
}
}
else {
msg ("")
msg ("You have already accepted your Strength ability score and cannot roll for new ability scores.")
}
}
]]>Dice Results:")
d1 = DiceRoll("1d6")
msg ("Dice 1 = "+d1)
d2 = DiceRoll("1d6")
msg ("Dice 2 = "+d2)
d3 = DiceRoll("1d6")
dt = d1+d2+d3
msg ("Dice 3 = "+d3)
msg ("Total = "+dt)
msg ("")
msg ("Do you accept your abildty scores?")
get input {
if (not result="yes" and not result="no") {
if (game.rcount < 3) {
msg ("Please answer only 'yes' or 'no'. I will consider dt as a 'no' and will re-roll for you.")
wait {
game.rcount = game.rcount +1
game.DiceRoll = 0
dex_roll (args)
}
}
else {
msg ("The maximum re-rolls have been reached. The current total will be applied to your Dexterity ability score.")
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.DexAccept = 1
game.DiceRoll = 0
game.pov.DexMod = (game.pov.Dex/2-5)
game.pov.Dex = dt
msg ("Your Dexterity ability score is now set. Please Return to the Character Sheet to continue.")
}
}
else if (result = "no") {
if (game.rcount < 3) {
msg ("Please press any key to re-roll.")
wait {
game.rcount = game.rcount +1
game.DiceRoll = 0
dex_roll (args)
}
}
else {
msg ("The maximum re-rolls have been reached. The current total will be applied to your Dexterity ability score.")
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.DexAccept = 1
game.DiceRoll = 0
game.pov.DexMod = (game.pov.Dex/2-5)
game.pov.Dex = dt
msg ("Your Dexterity ability score is now set. Please Return to the Character Sheet to continue.")
}
}
else if (result = "yes") {
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.DexAccept = 1
game.DiceRoll = 0
game.pov.DexMod = (game.pov.Dex/2-5)
game.pov.Dex = dt
msg ("Your Dexterity ability score is now set. Please Return to the Character Sheet to continue.")
}
}
}
else {
msg ("")
msg ("You have already accepted your Dexterity ability score and cannot roll for new ability scores.")
}
}
]]>Dice Results:")
c1 = DiceRoll("1d6")
msg ("Dice 1 = "+c1)
c2 = DiceRoll("1d6")
msg ("Dice 2 = "+c2)
c3 = DiceRoll("1d6")
ct = c1+c2+c3
msg ("Dice 3 = "+c3)
msg ("Total = "+ct)
msg ("")
msg ("Do you accept your ability scores?")
get input {
if (not result="yes" and not result="no") {
if (game.rcount < 3) {
msg ("Please answer only 'yes' or 'no'. I will consider it as a 'no' and will re-roll for you.")
wait {
game.rcount = game.rcount +1
game.DiceRoll = 0
con_roll (args)
}
}
else {
msg ("The maximum re-rolls have been reached. The current total will be applied to your Constitution ability score.")
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.ConAccept = 1
game.DiceRoll = 0
game.pov.ConMod = (game.pov.Con/2-5)
game.pov.Con = ct
msg ("Your Constitution ability score is now set. Please Return to the Character Sheet to continue.")
}
}
else if (result = "no") {
if (game.rcount < 3) {
msg ("Please press any key to re-roll.")
wait {
game.rcount = game.rcount +1
game.DiceRoll = 0
con_roll (args)
}
}
else {
msg ("The maximum re-rolls have been reached. The current total will be applied to your Constitution ability score.")
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.ConAccept = 1
game.DiceRoll = 0
game.pov.ConMod = (game.pov.Con/2-5)
game.pov.Con = ct
msg ("Your Constitution ability score is now set. Please Return to the Character Sheet to continue.")
}
}
else if (result = "yes") {
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.ConAccept = 1
game.DiceRoll = 0
game.pov.ConMod = (game.pov.Con/2-5)
game.pov.Con = ct
msg ("Your Constitution ability score is now set. Please Return to the Character Sheet to continue.")
}
}
}
else {
msg ("")
msg ("You have already accepted your Constitution ability score and cannot roll for new ability scores.")
}
}
]]>Dice Results:")
i1 = DiceRoll("1d6")
msg ("Dice 1 = "+i1)
i2 = DiceRoll("1d6")
msg ("Dice 2 = "+i2)
i3 = DiceRoll("1d6")
it = i1+i2+i3
msg ("Dice 3 = "+i3)
msg ("Total = "+it)
msg ("")
msg ("Do you accept your ability scores?")
get input {
if (not result="yes" and not result="no") {
if (game.rcount < 3) {
msg ("Please answer only 'yes' or 'no'. I will consider it as a 'no' and will re-roll for you.")
wait {
game.rcount = game.rcount +1
game.DiceRoll = 0
int_roll (args)
}
}
else {
msg ("The maximum re-rolls have been reached. The current total will be applied to your Intelligence ability score.")
game.pov.rcount = 0
game.Ability_number = game.Ability_number + 1
game.IntAccept = 1
game.DiceRoll = 0
game.pov.IntMod = (game.pov.Int/2-5)
game.pov.Int = it
msg ("Your Intelligence ability score is now set. Please Return to the Character Sheet to continue.")
}
}
else if (result = "no") {
if (game.rcount < 3) {
msg ("Please press any key to re-roll.")
wait {
game.rcount = game.rcount +1
game.DiceRoll = 0
int_roll (args)
}
}
else {
msg ("The maximum re-rolls have been reached. The current total will be applied to your Intelligence ability score.")
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.IntAccept = 1
game.DiceRoll = 0
game.pov.IntMod = (game.pov.Int/2-5)
game.pov.Int = it
msg ("Your Intelligence ability score is now set. Please Return to the Character Sheet to continue.")
}
}
else if (result = "yes") {
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.IntAccept = 1
game.DiceRoll = 0
game.pov.IntMod = (game.pov.Int/2-5)
game.pov.Int = it
msg ("Your Intelligence ability score is now set. Please Return to the Character Sheet to continue.")
}
}
}
else {
msg ("")
msg ("You have already accepted your Intelligence ability score and cannot roll for new ability scores.")
}
}
]]>Dice Results:")
w1 = DiceRoll("1d6")
msg ("Dice 1 = "+w1)
w2 = DiceRoll("1d6")
msg ("Dice 2 = "+w2)
w3 = DiceRoll("1d6")
wt = w1+w2+w3
msg ("Dice 3 = "+w3)
msg ("Total = "+wt)
msg ("")
msg ("Do you accept your ability scores?")
get input {
if (not result="yes" and not result="no") {
if (game.rcount < 3) {
msg ("Please answer only 'yes' or 'no'. I will consider it as a 'no' and will re-roll for you.")
wait {
game.rcount = game.rcount +1
game.DiceRoll = 0
wis_roll (args)
}
}
else {
msg ("The maximum re-rolls have been reached. The current total will be applied to your Wisdom ability score.")
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.WisAccept = 1
game.DiceRoll = 0
game.pov.WisMod = (game.pov.Wis/2-5)
game.pov.Wis = wt
msg ("Your Wisdom ability score is now set. Please Return to the Character Sheet to continue.")
}
}
else if (result = "no") {
if (game.rcount < 3) {
msg ("Please press any key to re-roll.")
wait {
game.rcount = game.rcount +1
game.DiceRoll = 0
wis_roll (args)
}
}
else {
msg ("The maximum re-rolls have been reached. The current total will be applied to your Wisdom ability score.")
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.WisAccept = 1
game.DiceRoll = 0
game.pov.WisMod = (game.pov.Wis/2-5)
game.pov.Wis = wt
msg ("Your Wisdom ability score is now set. Please Return to the Character Sheet to continue.")
}
}
else if (result = "yes") {
game.WisAccept = 1
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.DiceRoll = 0
game.pov.WisMod = (game.pov.Wis/2-5)
game.pov.Wis = wt
msg ("Your Wisdom ability score is now set. Please Return to the Character Sheet to continue.")
}
}
}
else {
msg ("")
msg ("You have already accepted your Wisdom ability score and cannot roll for new ability scores.")
}
}
]]>Dice Results:")
ch1 = DiceRoll("1d6")
msg ("Dice 1 = "+ch1)
ch2 = DiceRoll("1d6")
msg ("Dice 2 = "+ch2)
ch3 = DiceRoll("1d6")
cht = ch1+ch2+ch3
msg ("Dice 3 = "+ch3)
msg ("Total = "+cht)
msg ("")
msg ("Do you accept your ability scores?")
get input {
if (not result="yes" and not result="no") {
if (game.rcount < 3) {
msg ("Please answer only 'yes' or 'no'. I will consider it as a 'no' and will re-roll for you.")
wait {
game.rcount = game.rcount +1
game.DiceRoll = 0
cha_roll (args)
}
}
else {
msg ("The maximum re-rolls have been reached. The current total will be applied to your Charisma ability score.")
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.ChaAccept = 1
game.DiceRoll = 0
game.pov.ChaMod = (game.pov.Cha/2-5)
game.pov.Cha = cht
msg ("Your Charisma ability score is now set. Please Return to the Character Sheet to continue.")
}
}
else if (result = "no") {
if (game.rcount < 3) {
msg ("Please press any key to re-roll.")
wait {
game.rcount = game.rcount +1
game.DiceRoll = 0
cha_roll (args)
}
}
else {
msg ("The maximum re-rolls have been reached. The current total will be applied to your Charisma ability score.")
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.ChaAccept = 1
game.DiceRoll = 0
game.pov.ChaMod = (game.pov.Cha/2-5)
game.pov.Cha = cht
msg ("Your Charisma ability score is now set. Please Return to the Character Sheet to continue.")
}
}
else if (result = "yes") {
game.ChaAccept = 1
game.rcount = 0
game.Ability_number = game.Ability_number + 1
game.DiceRoll = 0
game.pov.ChaMod = (game.pov.Cha/2-5)
game.pov.Cha = cht
msg ("Your Charisma ability score is now set. Please Return to the Character Sheet to continue.")
}
}
}
else {
msg ("")
msg ("You have already accepted your Charisma ability score and cannot roll for new ability scores.")
}
}
]]>
ClearScreen
MoveObject (player, Feats)